Update 3.2 - Tree lod, additional good side quest, more fixes for MMQ, GSQ, and player home, proper follower functionality.
WITH THIS UPDATE I WILL NO LONGER BE ACTIVELY SUPPORTING THE SHIRE with the exception to major bug fixes and incompatibility tweaks. I am now dedicating the majority of my free time to a Bioware-style fantasy RPG built on the Unreal Engine. Progress is slow but steady, and so far everything is coming together quite well! If you'd like to follow along I will be posting videos of the progress on my youtube channel over the months to come. Be sure to subscribe! https://www.youtube.com/channel/UCHDx8BF5N30ksUFRqIf7iIg?
Update 3 is live...ish (Still uploading on the servers at the moment.)
This update does several things aside from a few MQ Bug fixes. Most noticeably it trims down the file size exponentially by packing the textures into a BSA and converting the audio files. Taking what was once a 10gb+ unpacked file and reducing it to 3.2GBs. I attempted to pack more than just the textures into the BSA but we reached consistent CTD when testing it, so it was reverted. (An issue I had awhile ago as well) In previous versions there were reports of duplicate scripts conflicting with Live Another Life, OBIS, SKSE, and even the base game. Version 3.0 evicts these freeloading little buggers. MQ fixes include making MQ09 more reliable, editing the Rangers as functioning followers after completion of the MQ, and opening up the ending quest (GSQ55), which a previous version of the Updateable Addon was blocking, as well as a few other minor fixes.
Stuck on a quest? Check out the spoiler before posting!
Spoiler:
Show
GSQ13 Little fiends - The point of entry is a little hard to find. For anyone having this issue; there's an activator using a boulder's mesh on the rightside of that entrance. Solving the riddle it provides will allow entrance to the cave.
GSQ21 A Brash Rescue - The cave might be difficult to navigate. I have recorded a walkthrough for anyone lost. https://www.youtube.com/watch?v=6cdulGDPx8s&t=54s
GSQ33 Hidden Communications: Pathmeet - I have heard reports that the Ruffians sometimes fail to spawn. SetStage GSQ33HiddenCommunicationsPathmeet 10 will force it to progress.
MMQ06 - Lessons and council - The boulder is difficult to strike due to poor collision geometry on that mesh. Use a ranged attack if nothing else works
Playerhome - If the option to purchase land only has a "cancel" selection you don't have enough gold. 5,000 is required.
Finished the questline? Check out the alternative endings: https://www.youtube.com/watch?v=lmb6kMyA8zM&t=7s
Agreed. I have the other Hobbit mod and didn't know this one existed until I stubbled upon the youtube video featuring this mod. Its very impressive. I was impressed.
Just downloaded this mod and started playing but I cannot get to the gate that leads to the shire. Everytime I try to get to the gate it comes up with a message that says "You cannot go this way" Does anyone know how to fix this issue?
Sounds like you've run into (literally) the oldest problem in the book. The dreaded invisible border. So for you and anyone else new to moding this is how you get rid of that pesky invisible wall also known as The Dreaded Border Regions Enabled Curse.
HOW TO UNLOCK THE BORDERS:
This is explained here: https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/61064593#:~:text=Yeah%2C%20you%20have%20to%20add,ini.&text=Right%20I%20actually%20found%20it,this%2C%20thanks%20for%20explaining%20though.
Go to your Users/username/Documents/My Games/Skyrim and open your Skyrim.ini file. Find the section [General] and add this command: bBorderRegionsEnabled and add on the end with no spaces =0
( The NEXUSMODS reply section appears to be bugged. It will not allow me to type the full command. It replaces the "=": with "script-event-stripped". Such a stupid bug. Just type bBorderRegionsEnabled equals zero with no spaces, under the [General] section in your Skyrim.ini file and that should work. )
Save and close your Skyrim.ini file and when you start the game, the border should be gone. Good luck.
Really love the mod. I'm having trouble with the quest where me an Forodant need to steal the letter from the ruffians and the runner. Forodant just kinda wanders off, and the ruffian captain was killed by his henchmen. I can successfully pickpocket the letter from the hobbit, but nothing happens. I'm confused.
Same problem. Here's what I did to advance the quest: Reload save from a few minutes ago Pick the option "catch the runner" The moment you're told to "not start anything til i give the word" sprint down to Pathmeet Start fighting the two ruffians before they kill the ruffian chief You should then get a quest marker to catch the runner Sprint to catch the runner, who is very fast for a Halfling Click on the runner, you should get a pop-up saying you have the letter --- Continue
I hope this helps! A bit late perhaps. Thanks, Mark
The tree LOD isn't working for me, and I'm not sure why. Distant trees work properly in Tamriel and other mods, it's just The Shire where I notice the issue. I'm using TES5LOD Generator. I tried generating trees as objects instead, but that didn't help.
hey friend, could you explain why it is incompatible with summerset isle. Have summerset installed since the beginning of my 400h playthrough and would love to play your mod now. I see your mod overwrite some landscape texture records but nothing else in the esp. Is that the only conflict? thx
Is this mod discontinued? I just love the mod idea, but there's a lot to finish in it. The most part of the locations there's no interiors, like caves, "hobbit" holes, farms etc... Would be awesome if this things ware finished.
I got this downloading now, am looking forward to having this story as part of my character's story.
I got two questions though. 1-Are Shire locations added to the radiant quest locations list? 2-Are there radiant quests within the shire? Or is everything done when the main story is done?
Asking this because that'll impact if I leave the mod in place once I finish the story.
Hey, I wanted to give that mod a try, I went to the Shire location, I killed the Thalmor guards, but the NPC isn't there and the quest didn't start, is there any way to fix this ?
540 comments
WITH THIS UPDATE I WILL NO LONGER BE ACTIVELY SUPPORTING THE SHIRE with the exception to major bug fixes and incompatibility tweaks. I am now dedicating the majority of my free time to a Bioware-style fantasy RPG built on the Unreal Engine. Progress is slow but steady, and so far everything is coming together quite well! If you'd like to follow along I will be posting videos of the progress on my youtube channel over the months to come. Be sure to subscribe! https://www.youtube.com/channel/UCHDx8BF5N30ksUFRqIf7iIg?
Update 3 is live...ish (Still uploading on the servers at the moment.)
This update does several things aside from a few MQ Bug fixes. Most noticeably it trims down the file size exponentially by packing the textures into a BSA and converting the audio files. Taking what was once a 10gb+ unpacked file and reducing it to 3.2GBs. I attempted to pack more than just the textures into the BSA but we reached consistent CTD when testing it, so it was reverted. (An issue I had awhile ago as well)
In previous versions there were reports of duplicate scripts conflicting with Live Another Life, OBIS, SKSE, and even the base game. Version 3.0 evicts these freeloading little buggers.
MQ fixes include making MQ09 more reliable, editing the Rangers as functioning followers after completion of the MQ, and opening up the ending quest (GSQ55), which a previous version of the Updateable Addon was blocking, as well as a few other minor fixes.
Stuck on a quest? Check out the spoiler before posting!
The point of entry is a little hard to find. For anyone having this issue; there's an activator using a boulder's mesh on the rightside of that entrance. Solving the riddle it provides will allow entrance to the cave.
GSQ21 A Brash Rescue - The cave might be difficult to navigate. I have recorded a walkthrough for anyone lost.
https://www.youtube.com/watch?v=6cdulGDPx8s&t=54s
GSQ33 Hidden Communications: Pathmeet - I have heard reports that the Ruffians sometimes fail to spawn.
SetStage GSQ33HiddenCommunicationsPathmeet 10 will force it to progress.
MMQ06 - Lessons and council - The boulder is difficult to strike due to poor collision geometry on that mesh. Use a ranged attack if nothing else works
Playerhome - If the option to purchase land only has a "cancel" selection you don't have enough gold. 5,000 is required.
Finished the questline? Check out the alternative endings:
https://www.youtube.com/watch?v=lmb6kMyA8zM&t=7s
Happy Modding,
TheBawb
HOW TO UNLOCK THE BORDERS:
This is explained here:
https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/61064593#:~:text=Yeah%2C%20you%20have%20to%20add,ini.&text=Right%20I%20actually%20found%20it,this%2C%20thanks%20for%20explaining%20though.
Go to your Users/username/Documents/My Games/Skyrim and open your Skyrim.ini file. Find the section [General] and add this command: bBorderRegionsEnabled and add on the end with no spaces =0
( The NEXUSMODS reply section appears to be bugged. It will not allow me to type the full command. It replaces the "=": with "script-event-stripped". Such a stupid bug. Just type bBorderRegionsEnabled equals zero with no spaces, under the [General] section in your Skyrim.ini file and that should work. )
Save and close your Skyrim.ini file and when you start the game, the border should be gone. Good luck.
Reload save from a few minutes ago
Pick the option "catch the runner"
The moment you're told to "not start anything til i give the word" sprint down to Pathmeet
Start fighting the two ruffians before they kill the ruffian chief
You should then get a quest marker to catch the runner
Sprint to catch the runner, who is very fast for a Halfling
Click on the runner, you should get a pop-up saying you have the letter
--- Continue
I hope this helps! A bit late perhaps.
Thanks, Mark
Distant trees work properly in Tamriel and other mods, it's just The Shire where I notice the issue.
I'm using TES5LOD Generator. I tried generating trees as objects instead, but that didn't help.
Any suggestions appreciated,
Thanks, Mark
beginning of my 400h playthrough and would love to play your mod now. I see your mod overwrite some landscape
texture records but nothing else in the esp. Is that the only conflict? thx
I just love the mod idea, but there's a lot to finish in it.
The most part of the locations there's no interiors, like caves, "hobbit" holes, farms etc...
Would be awesome if this things ware finished.
I got two questions though.
1-Are Shire locations added to the radiant quest locations list?
2-Are there radiant quests within the shire? Or is everything done when the main story is done?
Asking this because that'll impact if I leave the mod in place once I finish the story.